Description:
1. Alekhanovich, M. N., Abdurakhimovna, U. F. (2020).
Improving the Effectiveness of Education using Modern
Information and Communication Technologies in the Training of
Designers. Journal La Edusci, 1(5), 6-10. Retrieved from:
https://doi.org/10.37899/journallaedusci.v1i5.253.
2. Alekseeva, I.V., Barsukova, N.I., Pallotta, V.I.,
Skovorodnikova, N.A. (2017). The Innovation Blaze-Method of
Development Professional Thinking Designers in the Modern
Higher Education. European Journal of Contemporary
Education, v. 6, n. 4, pр. 615-626. Available at: https://eric.ed.
gov/?id=EJ1164027
3. Andersson, T. (2019). Learning Management Systems
(LMS) Case study on an implementation of an LMS and its
perceived effects on teachers. Available at:
https://www.researchgate.net/publication/350287112_Learning_
Management_Systems_LMS_towards_helping_Teachers_and_S
tudents_in_the_pursuit_of_their_E-Learning_Methodologies
4. Australian Government. (2012). Australia in the Asian
Century White Paper. Retrieved from: http://asiancentury.dp
mc.gov.au/white-paper.
5. CEDEFOP (2008). Terminology of European education and
training policy: A selection of 100 key terms. Luxembourg:
Office for Official Publications of the European Communities.
Retrieved from https://www.cedefop.europa.eu/files/4064_en
.pdf.
6. Chemerys, H., Vynogradova, A., Briantseva, H., Sharov, S.
(2021). Strategy for implementing immersive technologies in the
professional training process of future designers. Journal of
Physics: Conference Series. 1933. Retrieved from:
doi:10.1088/1742-6596/1933/1/012046.
7. Commonwealth of Australia. (2013). Creative Australia:
National Cultural Policy. Retrieved from: http://creativeaustr
alia.arts.gov.au/.
8. Conde, M. Á., García-Peñalvo, F. J., Rodríguez, M. J.,
Alier, M., Casany, M. J. and Piguillem, J. (2014). An evolving
Learning Management System for new educational
environments using 2.0 tools, Interact. Learn. Environ., vol. 22,
no. 2, pp. 188–204. Available at: https://dergipark.org.tr/en/pub
/mjen/issue/41506/485411
9. Cox, G. (2005). Cox review of creativity in business:
building on the UK’s strengths. Retrieved from: http://www.des
igncouncil.org.uk/publications/TheCox-Review .
10. Design Commission. (2011). Restarting Britain: Design
education and growth. Retrieved from: http://www.policyco
nnect.org.uk/apdig/design-educationinquiry .
11. Desurvire, H. and Kreminski, M. (2018). Are game design
and user research guidelines specific to virtual reality effective
in creating a more optimal player experience? Yes, VR PLAY,
in Lecture Notes in Computer Science (including subseries
Lecture Notes in Artificial Intelligence and Lecture Notes in
Bioinformatics), vol. 10918 LNCS, pp. 40–59. Retrieved from:
doi: 10.1007/978-3-319-91797-9_4 .
12. Duell, C., Wright, N., Roxburgh, J. (2014). Developing
‘design minds’ for the 21st century through a public sector
initiated online design education platform. International Journal
of Technology and Design Education. 19. 62-74. Available at:
https://www.researchgate.net/publication/277345920_Developin
g_'design_minds'_for_the_21st_century_through_a_public_secto
r_initiated_online_design_education_platform
13. Friedman, K. (2019). Design Education Today: Challenges,
Opportunities, Failures. Chatterjee Global/150th anniversary
Commemorative Lecture, College of Design, Architecture, Art
and Planning, the University of Cincinnati. Retrieved from:
https://www.academia.edu/40519668.
14. Grajewski, D. et al. (2015). Improving the Skills and
Knowledge of Future Designers in the Field of Ecodesign Using
Virtual Reality Technologies, in Procedia Computer Science,
vol. 75, pp. 348–358. Retrieved from: doi: 10.1016/j.procs
.2015.12.257.
15. Guo, F. B. (2011). Industrial Design Education.
16. Guo, F. B., Jamie P. (2015). Finlay educating design
professionals in the 21st century. The 17th International
Conference on Engineering & Product Design Education Great
Expectations: Design Teaching, Research & Enterprise. 200-
205.
17. Hoang, D., Naderi, E., Cheng, R. and Aryana, B. (2019).
Adopting immersive technologies for design practice: The
internal and external barriers, in Proceedings of the International
Conference on Engineering Design, ICED, vol. 2019, pp. 1903–
1912. Retrieved from: doi: 10.1017/dsi.2019.196.
18. Islami, R. E., Sari, I. J., Sjaifuddin, S., Nurtanto, M.,
Ramli,M. and Siregar, A. (2019). An Assessment of Pre-service
Biology Teachers on Student Worksheets Based on Scientific
Literacy, J. Phys. Conf. Ser., vol. 1155, 012068. Available:
https://www.researchgate.net/publication/331775218_An_Asses
sment_of_Preservice_Biology_Teachers_on_Student_Worksheets_Based_on_
Scientific_Literacy
19. Istanto, F. H. (2002). A Global Perspective, A Keyword For
Design Education Facing XXI Century. NIRMANA, Vol. 4, No.
2, 99 – 105. Retrieved from: http://puslit.petra.ac.id/journals
/design/ .
20. Kompaniets, A., Chemerys, H. and Krasheninnik, I. (2019).
Using 3D modelling in design training simulator with augmented
reality, in CEUR Workshop Proceedings, vol. 2546, pp. 213–
223. Retrieved from: http://ceur-ws.org/Vol-2546/paper15.pdf
21. MacCallum, K. (2021). Supporting STEAM learning
through student-developed Mixed Reality (MR) experiences,
Pacific J. Technol. Enhanc. Learn., vol. 3, no. 1, pp. 6–7.
Retrieved from: doi: 10.24135/pjtel.v3i1.83.
22. MacLeod, D., Muller, L., Covo D. and Levy, R. (2007).
Design as an instrument of public policy in Singapore and South
Korea. Vancouver, BC: Asia Pacific Foundation of Canada.
23. Meyer, M., & Norman, D. (2020). Changing design
education for the 21st century. She Ji: The Journal of Design,
Economics, and Innovation, 6, 13-39. Retrieved from:
https://doi.org/10.1016/j.sheji.2019.12.002
24. Milovanovic, J., Moreau, G., Siret, D. and Miguet, F.
(2017). Virtual and Augmented Reality in Architectural Design
and Education: An Immersive Multimodal Platform to Support
Architectural Pedagogy. Retrieved from: http://panoscope3
60.com/.
25. Ministry of Education and Culture of Finland. (2007).
OECD PISA 2006: excellent results for Finnish students.
Retrieved from: http://www.minedu.fi/OPM/Tiedotteet/2007
/12/pisa.html?lang=en.
26. Muntean, C. I. (2011). Raising engagement in e-learning
through gamification. In Proc. 6th international conference on
virtual learning ICVL, Vol. 1, pp. 323-329.
27. Nurtanto, M., Widjanarko, D., Sofyan, H. R., and Triyono,
M. B. (2019). Learning by Creating: Transforming Automotive
Electrical Textual Material into Visual Animation as A Creative
Learning Products, Int. J. Sci. Technol. Res., vol. 8, №. 10.
Available at: https://www.semanticscholar.org/paper/LearningBy-Creating%3A-Transforming-Automotive-Into-NurtantoWidjanarko/2e022637f0bc5fed476aa66261fae427f1b7d33d
28. Pellas, N., Dengel, A., Christopoulos, A. (2020). A Scoping
Review of Immersive Virtual Reality in STEM Education, IEEE
Transactions on Learning Technologies, vol. 13, no. 4.
Retrieved from: doi: 10.1109/TLT.2020.3019405.
29. Rabiman, R., Nurtanto, M., Kholifah, N. (2020). Design
And Development E-Learning System By Learning Management
System (LMS) In Vocational Education. International Journal of
Scientific & Technology Research. 1059-1063. Available at:
https://www.researchgate.net/publication/338594694_Design_A
nd_Development_ELearning_System_By_Learning_Management_System_LMS_In
_Vocational_Education
30. Sîrghi, S., Sîrghi, A. (2020). Design for online teaching and
learning in tne context of digital education. Știinţa culturii fizice.
Nr. 35/1, 50-54. Retrieved from: https://doi.org/10.52449/1857-
4114.2020.35-1.08
31. Smith, S. W., Koppel, R. (2014). Healthcare information
technology's relativity problems: a typology of how
patients' physical reality, clinicians' mental models, and
healthcare information technology differ. Journal of the
American Medical Informatics Association, 21(1), 117-
131.Availbe at: https://pubmed.ncbi.nlm.nih.gov/23800960/
32. Sriyanti, I. and Jauhari, J. (2014). Development Of Learning
Management System (LMS) As An Effort In Increasing
Learning Effectiveness And Learning Activities Of Students In
Sriwijaya University, Eurasia Proc. Educ. Soc. Sci., vol. 1, pp.
196–201. Available at: https://dergipark.org.tr/tr/download/
article-file/332934
33. Stockless, A. (2018). Acceptance of learning management
system: The case of secondary school teachers‘, Educ. Inf.
Technol., vol. 23, no. 3, pp. 1101–1121. Available at:
https://link.springer.com/article/10.1007/s10639-017-9654-6
34. Voute, E., Stappers, P. J., Giaccardi, E., Mooij, S., Boeijen,
A. (2020). Innovating a Large Design Education Program at a
University of Technology. She Ji: The Journal of Design,
Economics, and Innovation. 6. 50-66. 10.1016/j.sheji.2019.1
2.001.
35. Wang, Q., Woo, H. L., Quek, C. L., Yang, Y. and Liu, M.
(2012). Using the Facebook group as a learning management
system: An exploratory study, Br. J. Educ. Technol., vol. 43, no.
3, pp. 428–438. Available at: https://bera-journals.onlinelibr
ary.wiley.com/doi/10.1111/j.1467-8535.2011.01195.x
36. Wetzstein, G. (2016). Computational Near-Eye Displays:
Engineering the Interface to the Digital World, Bridg., vol. 46,
no. 4, pp. 5–9. Retrieved from: www.nae.edu/TheBridge .
37. World Economic Forum. (2021). The Future of Jobs 2018.
Retrieved from: http://reports.weforum.org/future-of-jobs-2018/
38. Yamashita, K. (2012). Why CEOs are the world's best
designers. San Francisco, CA: SYP Partners. Available at:
https://www.sypartners.com/news/keith-yamashita-why-ceosare-the-best-designers/
39. Young Choi, A. (2020). Understanding Design-based
Learning (DBL) for teaching Z-Gen learners as Design
Education in the 21st Century. Retrieved from: http://www.te
achingdesigners.org/design-education-in-the-21st-century.
40. Zerillo, P. (2005). Deep or Wide-Between Education and
the Design Profession, Chicago. Retrieved from: www.core77.c
om/design.edu/09.04_zerillo.asp.